mirror of https://github.com/PCSX2/pcsx2.git
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2471306fc4
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/* LilyPad - Pad plugin for PS2 Emulator
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* Copyright (C) 2002-2014 PCSX2 Dev Team/ChickenLiver
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the
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* terms of the GNU Lesser General Public License as published by the Free
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* Software Found- ation, either version 3 of the License, or (at your option)
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* any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along
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* with PCSX2. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Global.h"
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#include "InputManager.h"
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#include "Config.h"
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#include "DeviceEnumerator.h"
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GeneralConfig config;
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u8 ps2e = 0;
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int LoadSettings(int force, wchar_t *file) {
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if (dm && !force) return 0;
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#if 0
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if( createIniDir )
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{
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CreateDirectory(L"inis", 0);
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createIniDir = false;
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}
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#endif
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// Could just do ClearDevices() instead, but if I ever add any extra stuff,
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// this will still work.
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UnloadConfigs();
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dm = new InputDeviceManager();
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#ifdef _MSC_VER
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if (!file) {
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file = iniFile;
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GetPrivateProfileStringW(L"General Settings", L"Last Config Path", L"inis", config.lastSaveConfigPath, sizeof(config.lastSaveConfigPath), file);
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GetPrivateProfileStringW(L"General Settings", L"Last Config Name", L"LilyPad.lily", config.lastSaveConfigFileName, sizeof(config.lastSaveConfigFileName), file);
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}
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else {
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wchar_t *c = wcsrchr(file, '\\');
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if (c) {
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*c = 0;
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wcscpy(config.lastSaveConfigPath, file);
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wcscpy(config.lastSaveConfigFileName, c+1);
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*c = '\\';
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WritePrivateProfileStringW(L"General Settings", L"Last Config Path", config.lastSaveConfigPath, iniFile);
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WritePrivateProfileStringW(L"General Settings", L"Last Config Name", config.lastSaveConfigFileName, iniFile);
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}
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}
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for (int i=0; i<sizeof(BoolOptionsInfo)/sizeof(BoolOptionsInfo[0]); i++) {
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config.bools[i] = GetPrivateProfileBool(L"General Settings", BoolOptionsInfo[i].name, BoolOptionsInfo[i].defaultValue, file);
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}
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config.closeHacks = (u8)GetPrivateProfileIntW(L"General Settings", L"Close Hacks", 0, file);
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if (config.closeHacks&1) config.closeHacks &= ~2;
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config.keyboardApi = (DeviceAPI)GetPrivateProfileIntW(L"General Settings", L"Keyboard Mode", WM, file);
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if (!config.keyboardApi) config.keyboardApi = WM;
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config.mouseApi = (DeviceAPI) GetPrivateProfileIntW(L"General Settings", L"Mouse Mode", 0, file);
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config.volume = GetPrivateProfileInt(L"General Settings", L"Volume", 100, file);
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OSVERSIONINFO os;
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os.dwOSVersionInfoSize = sizeof(os);
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config.osVersion = 0;
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if (GetVersionEx(&os)) {
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config.osVersion = os.dwMajorVersion;
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}
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if (config.osVersion < 6) config.vistaVolume = 0;
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if (!config.vistaVolume) config.volume = 100;
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if (config.vistaVolume) SetVolume(config.volume);
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if (!InitializeRawInput()) {
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if (config.keyboardApi == RAW) config.keyboardApi = WM;
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if (config.mouseApi == RAW) config.mouseApi = WM;
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}
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if (config.debug) {
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CreateDirectory(L"logs", 0);
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}
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for (int port=0; port<2; port++) {
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for (int slot=0; slot<4; slot++) {
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wchar_t temp[50];
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wsprintf(temp, L"Pad %i %i", port, slot);
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config.padConfigs[port][slot].type = (PadType) GetPrivateProfileInt(temp, L"Mode", Dualshock2Pad, file);
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config.padConfigs[port][slot].autoAnalog = GetPrivateProfileBool(temp, L"Auto Analog", 0, file);
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}
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}
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int i=0;
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int multipleBinding = config.multipleBinding;
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// Disabling multiple binding only prevents new multiple bindings.
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config.multipleBinding = 1;
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while (1) {
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wchar_t id[50];
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wchar_t temp[50], temp2[1000], temp3[1000], temp4[1000];
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wsprintfW(id, L"Device %i", i++);
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if (!GetPrivateProfileStringW(id, L"Display Name", 0, temp2, 1000, file) || !temp2[0] ||
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!GetPrivateProfileStringW(id, L"Instance ID", 0, temp3, 1000, file) || !temp3[0]) {
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if (i >= 100) break;
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continue;
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}
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wchar_t *id2 = 0;
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if (GetPrivateProfileStringW(id, L"Product ID", 0, temp4, 1000, file) && temp4[0])
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id2 = temp4;
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int api = GetPrivateProfileIntW(id, L"API", 0, file);
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int type = GetPrivateProfileIntW(id, L"Type", 0, file);
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if (!api || !type) continue;
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Device *dev = new Device((DeviceAPI)api, (DeviceType)type, temp2, temp3, id2);
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dev->attached = 0;
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dm->AddDevice(dev);
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int j = 0;
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int last = 0;
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while (1) {
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wsprintfW(temp, L"Binding %i", j++);
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if (!GetPrivateProfileStringW(id, temp, 0, temp2, 1000, file)) {
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if (j >= 100) {
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if (!last) break;
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last = 0;
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}
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continue;
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}
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last = 1;
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unsigned int uid;
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int port, command, sensitivity, turbo, slot = 0, deadZone = 0;
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int w = 0;
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char string[1000];
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while (temp2[w]) {
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string[w] = (char)temp2[w];
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w++;
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}
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string[w] = 0;
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int len = sscanf(string, " %i , %i , %i , %i , %i , %i , %i", &uid, &port, &command, &sensitivity, &turbo, &slot, &deadZone);
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if (len >= 5 && type) {
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VirtualControl *c = dev->GetVirtualControl(uid);
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if (!c) c = dev->AddVirtualControl(uid, -1);
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if (c) {
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BindCommand(dev, uid, port, slot, command, sensitivity, turbo, deadZone);
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}
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}
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}
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j = 0;
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while (1) {
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wsprintfW(temp, L"FF Binding %i", j++);
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if (!GetPrivateProfileStringW(id, temp, 0, temp2, 1000, file)) {
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if (j >= 10) {
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if (!last) break;
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last = 0;
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}
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continue;
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}
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last = 1;
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int port, slot, motor;
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int w = 0;
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char string[1000];
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char effect[1000];
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while (temp2[w]) {
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string[w] = (char)temp2[w];
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w++;
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}
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string[w] = 0;
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// wcstok not in ntdll. More effore than its worth to shave off
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// whitespace without it.
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if (sscanf(string, " %s %i , %i , %i", effect, &port, &motor, &slot) == 4) {
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char *s = strchr(strchr(strchr(string, ',')+1, ',')+1, ',');
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if (!s) continue;
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s++;
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w = 0;
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while (effect[w]) {
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temp2[w] = effect[w];
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w++;
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}
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temp2[w] = 0;
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ForceFeedbackEffectType *eff = dev->GetForcefeedbackEffect(temp2);
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if (!eff) {
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// At the moment, don't record effect types.
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// Only used internally, anyways, so not an issue.
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dev->AddFFEffectType(temp2, temp2, EFFECT_CONSTANT);
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// eff = &dev->ffEffectTypes[dev->numFFEffectTypes-1];
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}
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ForceFeedbackBinding *b;
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CreateEffectBinding(dev, temp2, port, slot, motor, &b);
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if (b) {
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while (1) {
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int axisID = atoi(s);
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if (!(s = strchr(s, ','))) break;
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s++;
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int force = atoi(s);
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int i;
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for (i=0; i<dev->numFFAxes; i++) {
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if (axisID == dev->ffAxes[i].id) break;
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}
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if (i == dev->numFFAxes) {
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dev->AddFFAxis(L"?", axisID);
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}
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b->axes[i].force = force;
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if (!(s = strchr(s, ','))) break;
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s++;
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}
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}
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}
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}
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}
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config.multipleBinding = multipleBinding;
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RefreshEnabledDevicesAndDisplay(1);
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#endif
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return 0;
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}
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void UnloadConfigs() {
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if (dm) {
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delete dm;
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dm = 0;
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}
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}
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void RefreshEnabledDevices(int updateDeviceList) {
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// Clears all device state.
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static int lastXInputState = -1;
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if (updateDeviceList || lastXInputState != config.gameApis.xInput) {
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EnumDevices(config.gameApis.xInput);
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lastXInputState = config.gameApis.xInput;
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}
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for (int i=0; i<dm->numDevices; i++) {
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Device *dev = dm->devices[i];
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if (!dev->attached && dev->displayName[0] != '[') {
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wchar_t *newName = (wchar_t*) malloc(sizeof(wchar_t) * (wcslen(dev->displayName) + 12));
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wsprintfW(newName, L"[Detached] %s", dev->displayName);
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free(dev->displayName);
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dev->displayName = newName;
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}
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if ((dev->type == KEYBOARD && dev->api == IGNORE_KEYBOARD) ||
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(dev->type == KEYBOARD && dev->api == config.keyboardApi) ||
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(dev->type == MOUSE && dev->api == config.mouseApi) ||
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(dev->type == OTHER &&
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((dev->api == DI && config.gameApis.directInput) ||
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(dev->api == DS3 && config.gameApis.dualShock3) ||
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(dev->api == XINPUT && config.gameApis.xInput)))) {
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if (config.gameApis.dualShock3 && dev->api == DI && dev->displayName &&
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!wcsicmp(dev->displayName, L"DX PLAYSTATION(R)3 Controller")) {
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dm->DisableDevice(i);
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}
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else {
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dm->EnableDevice(i);
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}
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}
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else {
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dm->DisableDevice(i);
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}
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}
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}
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void Configure() {
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// Can end up here without PADinit() being called first.
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LoadSettings();
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// Can also end up here after running emulator a bit, and possibly
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// disabling some devices due to focus changes, or releasing mouse.
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RefreshEnabledDevices(0);
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}
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@ -0,0 +1,68 @@
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/* LilyPad - Pad plugin for PS2 Emulator
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* Copyright (C) 2002-2014 PCSX2 Dev Team/ChickenLiver
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the
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* terms of the GNU Lesser General Public License as published by the Free
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* Software Found- ation, either version 3 of the License, or (at your option)
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* any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along
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* with PCSX2. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Global.h"
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// This is undoubtedly completely unnecessary.
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#include "KeyboardQueue.h"
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// What MS calls a single process Mutex. Faster, supposedly.
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// More importantly, can be abbreviated, amusingly, as cSection.
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static std::mutex cSection;
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#define EVENT_QUEUE_LEN 16
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// Actually points one beyond the last queued event.
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static u8 lastQueuedEvent = 0;
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static u8 nextQueuedEvent = 0;
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static keyEvent queuedEvents[EVENT_QUEUE_LEN];
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void QueueKeyEvent(int key, int event) {
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std::lock_guard<std::mutex> lock(cSection);
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// Don't queue events if escape is on top of queue. This is just for safety
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// purposes when a game is killing the emulator for whatever reason.
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if (nextQueuedEvent == lastQueuedEvent ||
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queuedEvents[nextQueuedEvent].key != VK_ESCAPE ||
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queuedEvents[nextQueuedEvent].evt != KEYPRESS) {
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// Clear queue on escape down, bringing escape to front. May do something
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// with shift/ctrl/alt and F-keys, later.
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if (event == KEYPRESS && key == VK_ESCAPE) {
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nextQueuedEvent = lastQueuedEvent;
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}
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queuedEvents[lastQueuedEvent].key = key;
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queuedEvents[lastQueuedEvent].evt = event;
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lastQueuedEvent = (lastQueuedEvent + 1) % EVENT_QUEUE_LEN;
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// If queue wrapped around, remove last element.
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if (nextQueuedEvent == lastQueuedEvent) {
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nextQueuedEvent = (nextQueuedEvent + 1) % EVENT_QUEUE_LEN;
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}
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}
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}
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int GetQueuedKeyEvent(keyEvent *event) {
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if (lastQueuedEvent == nextQueuedEvent) return 0;
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std::lock_guard<std::mutex> lock(cSection);
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*event = queuedEvents[nextQueuedEvent];
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nextQueuedEvent = (nextQueuedEvent + 1) % EVENT_QUEUE_LEN;
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return 1;
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}
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void ClearKeyQueue() {
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lastQueuedEvent = nextQueuedEvent;
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}
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